#include "xParticleSystemFactory.h"
#include "xParticleSystemInstance.h"



namespace XE
{
	const xString  xParticleSystemFactory::RenderType = "ParticleSystem";



	xRenderObject* xParticleSystemFactory::\
		CreateRenderObject(const  xRenderObjectCreateParameter& para,xSceneManager* pSceneMrg)
	{
	

		//xParticleSystemInstance* pParticleSystem = new xParticleSystemInstance(para.GetName(),pSceneMrg);

		//if(pParticleSystem!=NULL)
		//{
		//   bool b =	pParticleSystem->LoadFromeFile(static_cast<const xParticleSystemCreateParameter &>(para).m_fileName);
		//   if(!b)
		//   {
		//	   SafeDelete(pParticleSystem)
		//   }

		//}

		return NULL;


	}


}